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Im still playing but there are some issues that dont appear to be easily fixable.
The world design is horrible. Walled in rat race mazes would best explain the zone designs. If you want to explore you had better enjoy Hoth and Tatooine...thats extent of the somewhat open worlds.
The classes arent very distinct, likely for pvp reasons.
This game makes WoW feel like a sandbox. Ultra linear and there is no feeling of being in a living breathing Stars Wars universe.
Not sure how much longer people can stay subbed, the replayability factor is very low due to the lack of sandbox elements.
I do like the many different tiers of mobs, companions and the ephasis on duo/small group content.

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I quit but i am going to return whenever i feel like some kotor? It's literally that simple. There is really nothing more they could do to retain me as they can't turn it into an excellent mmo over night, but they have done enough to keep me coming back ever now and then.

I'm skeptical of whether it will truly ever be an mmo as allot of people are pretty satisfied with this concept of single player game on co-op steroids. SO... do they try and please the mmo'ist? or please their loyal single player crowd.

If i was Bioware I'd focus on the single player crowd whom will most likely make the larger portion of their devoted sub's and those who like to co-op with family of friends. This isn't going to ever please mmo player's, it's a completely different craving and they ain't going to get that fix with this one.

If peeps thought this was going to be the next mmo for them and are only now realizing it's 8 single player stories then Yes, i can understand why your quitting, if you knew going in that it's Bioware aka best single player story telling company of all time then you'd approach it differently, like i have.

To me it is this "I'm forced to a pay a sub to play a single player game." OK, i get it EA you've discovered a way to soak people even more, good for you. How often I'll bother to sub is another matter all together though.

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Close ALL the loopholes that are allowing non-consensual PvP on the PvE servers.

All the loopholes, the "AOE" one, the "tag the mob that gets targetted by other faction" one, all of them.

Many player that choose to play on PvE servers on ANY MMO choose to do so to avoid all PvP. I don't care if the SWTOR was made for PvP as well as PvE or not, I purchased SWTOR for the environment, the droids, the Twi'lek Dancers...the PvE content and experience... not PvP.

A rule like the MMO "RIFT" has would be just fine... no PvP on PvE servers unless it is selected in the options. I should be able to stand in the middle of a PvP fight on the high level worlds and watch... but take no damage nor be attacked, nor should I be able to help or harm the PvP players OR THEIR NPC/MOB TARGETS in any way.

If Bioware wants PvP on the PvP servers, or the RP-PVP servers, or the RP servers even... then fine. NOT of the PvE servers.

If Bioware fixes that in accordance with what I put here, then I will return and subscribe. Not until.

Anything less and I will NOT return. Yes I am angry about this issue.

(I don't need chat bubbles, or damge meters, or add-ons, or any of that cheater garbage, I don't need Housing... ship is good enough as long as I can add Crew Quarters to my Corvette..., don't need most of what everyone else is asking for... just the above please.)

Lack of classes (AC's were obviously a quickfix to the lack of classes, without the need to do more voice acting, melee troopers beating up people with their rifle? seriously?)

The space stations, Dromund kass and coruscant should have been the main cities, because they are

Loading screens, honestly how many times do I need to click stuff to land on Hoth and the likes, what an insult

A place like Nar shadaa was a HUGE dissapointment, it could have been great, it is the worst zone eer sorry planet I've ever seen in any mmo

The game has 0 spirit, first mmo I've cancelled this fast, and I've tried some really shitty ones

Voice acting is cool the first 10 levels, then I began to wonder why they did it for every single quest, the class quests and main storyline for each planet is fine, but they could have spent the money on so many other things, that would have made the game worthwhile

Crafting... or lack thereof, I thought WoW dumbed it down to useless levels, but they might aswell just had left it out

Customer service, worst I've ever seen

Maintenance on midday saturday for Europe, talk about not caring one bit

CE stuff, talk about a ripoff, the ingame items are... useless at best

The planets are just plain boring, I have no idea why people claim that exploring is possible, Korriban is the size of a small mall, exploring corridors on Nar shadar? Even the "large" planets like Hoth and Tatooine arent that big tbh, and gg that we can't attack the other side at their main city on tatooine zZzz

I could go on and on and on.

Heck saying what's good is easier, voice acting for class quests, the rest of the game is extremely dissapointing.

They should have made this game, like they're doing with Archeage, the Star wars setting fits it extremely well, instead they made a Single player game experience, with some terrible pvp and buggy dungeons feature

I did cancel, and they can't do anything to get me back, the core part of the "mmo" game is broken beyond repair.

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Close ALL the loopholes that are allowing non-consensual PvP on the PvE servers.

Wow... I didn't know there were so many...

The most annoying one(IMO) is intentional, though.

The "using your hour-buff on a flagged player" bit. Once upon a time I was happily flinging 5% endurance boosts at other players like they were rose petals. Now, by the time I check their flag status, we've already run by each other and are out of range. It's not like somebody PvP'ing will have 3 friends of other classes waiting to sneak that extra 5% crit chance or whatever in just when their opponent doesn't expect it... it's not like you're constantly healing the PvP'er under the protection of being un-flagged.

At least give us a "this will flag you for PvP, are you sure?" prompt.

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More smuggling and flying around in my freighter would have kept me more interested.

Agree on the last bit, though I plan to stick with TOR for the foreseeable future.

IMO, the best parts of your class story are those times when it stops following the world story, and has you traveling around the galaxy doing stuff. I find myself way more engaged during those times, in no small part because I don't have a world story and 2-3 sidequests plus a stage-based set of bonus missions plus standard bonus missions to keep track of and sort out.

The more often it would break off on its own from the world quests(and the world, for that matter), the better.

Though that invites another problem to get bigger, namely the loadscreens, and the pointless running through the hangar/ starport over and over. It goes from adding "bigness" to the world to being downright obnoxious, at times.

Overall the game IMO just feels sort of generic / mediocre in many ways. The instance / phasing of worlds just plain sucks. The number in the left hand corner may show 70 people in the zone, I am lucky to run across 2-3 people an hour in open world.

TO ME this is a great co op game or very small group game to kill some time. I just dont feel the Massive in the SWTOR MMO.

Hopefully they can flesh the game out some in the future. IMO they do have a window to improve, but its getting narrower as new releases approach.

I wish them the best of luck and I may check back in a few months to see if they have improved it some.

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1. I would have liked a design that wasn't creatively bankrupt, with some SIGNIFICANT innovations.

2. I would have liked open world PvP in the vicinity of what they promised, instead of the blatant lie of what's actually there.

3. An engine that could handle more than 12 people in close proximity on a high-end rig.

4. Something other than 100% vertical gear progression as the entirety of the end-game experience.

5. All the voice-over work and presentation of the side-quests should have been dedicated to the class stories instead, and then the side-quests themselves would be presented like the INCREDIBLY bland combat-filler bullshit tasks that they really are.

6. A meaningful Space Combat implementation. Ideally, a free roaming space segment - complete with PvP combat. I can't think of a more obvious avenue of success than this - and any engine should be able to handle ~24-48 ships in proximity with a black starry background and a colorful nebula texture.

7. Responsive combat system.

8. A less complicated/mess gear customization system.

9. Worlds/planets with ambient sounds and a soul - rather than dreary linear open spaces.

10. Weather system and a day/night cycle.

11. A proper "auction house" with up-to-date functionality.

12. Etc.

All of this, plus a more appealing art direction as I think almost everything their art department did is utterly uninspired, uncool, and unattractive.

Star Wars as an MMORPG is just not meant to be a straight up themepark. Single player Star Wars games do that already... Star Wars fans want to live in this galaxy far far away. A Themepark/Sandbox hybrid theory should have been worked at early design stages imho.

Honestly, I could go on about how this game is NOT the Star Wars MMORPG I was looking for...

Says who? You? You are now the only word to come to what is appropriate in Star Wars games?

Sorry, I disagree... as do many others.

Anyways, sandbox games are not a populat breed. The only one that has shown any success is EvE. And, even then it's a love v. hate relationship with that game. Personally, I think it's an Excell spreadsheet with a gaming GUI attached to it. But, I'm not going to state my dislike on it is the end-all-be-all opinion. Unlike you, I understand that people have games that they like and dislike.

My opinion is just that... mine. Your opinion is just that... yours. Neither of us speaks for what should or should not be. Yet, you did, and you were called out on it.

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I did not subscribe because EA/BW removed many armor sets, titles and customization options during beta. Now I am waiting to see if they return them to the game for free or if they are going to roll out a cash shop. I do not play games with cash shops, ever.

2012 is the first year since Kunark released for EverQuest that I have not had an active subsritption to a mmorpg. I left max level characters in EQ/EQ2 and WoW when those games released their cash shops and I left 2 characters with over 60 million skillpoints each in EVE this past year over their roll out of the Nex store.

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Really what would have kept me is if bioware or EA had any experience at all with making and managing an mmo.

All during beta they had this attitude that they were all that, that they were the professional game designers, and we the beta testers were all idiots and had no right to make suggestions or offer feedback.

They let thier egos get in the way of making the game thier own player base was asking for.

So what would have retained me?

1) Less Attitude

2) More Experience with mmo concept and design

3) A decent engine

4) A game that doesn't release 10 years dated.

5) A game that offers more than its predecessor, not less.

6) An innovative 3rd generation game considering this is the 3rd generation of MMO design.

7) JUST A LITTLE BIT OF HUMILITY! If you screw up suck it up admit it and give a sincere apology.

Honestly bioware's attitude over this whole debacle really makes me question the direction of the company and who the hell these guys think they are. When you get right down to it, thier last few games have kinda bombed because they stopped listening to their players and decided they knew better than us.

Now as far as Mass Effect 3 goes, after all the hell raising over ME2, they say they have listened and put back some of the features that players loved about ME1, but we won't really be able to tell until we get the game,

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1) the worlds appeared to be dead. No living creatures, no wind, no weather, no seasons, no NPC's living in the world. Dead.

This. I could have stayed if the worlds were a lot better designed, but they were so bland and empty of life. From the static npcs standing outside the Jedi Temple as if they'd been hit by some sort of stasis grenade mid-action, to the lack of any npc's or major activity where you would most expect it, like Nar Shaddaa casinos.

On top of that is the missing weather, the little flutter of activity as birds or their alien equivalent cross the skies, the rise and fall of the sun and the lack of any weather and it all adds up to just plain bad. It felt like I was walking around a painting rather than a real place.

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1. I would have liked a design that wasn't creatively bankrupt, with some SIGNIFICANT innovations.

2. I would have liked open world PvP in the vicinity of what they promised, instead of the blatant lie of what's actually there.

3. An engine that could handle more than 12 people in close proximity on a high-end rig.

4. Something other than 100% vertical gear progression as the entirety of the end-game experience.

5. All the voice-over work and presentation of the side-quests should have been dedicated to the class stories instead, and then the side-quests themselves would be presented like the INCREDIBLY bland combat-filler bullshit tasks that they really are.

6. A meaningful Space Combat implementation. Ideally, a free roaming space segment - complete with PvP combat. I can't think of a more obvious avenue of success than this - and any engine should be able to handle ~24-48 ships in proximity with a black starry background and a colorful nebula texture.

7. Responsive combat system.

8. A less complicated/mess gear customization system.

9. Worlds/planets with ambient sounds and a soul - rather than dreary linear open spaces.

10. Weather system and a day/night cycle.

11. A proper "auction house" with up-to-date functionality.

12. Etc.

All of this, plus a more appealing art direction as I think almost everything their art department did is utterly uninspired, uncool, and unattractive.

Star Wars as an MMORPG is just not meant to be a straight up themepark. Single player Star Wars games do that already... Star Wars fans want to live in this galaxy far far away. A Themepark/Sandbox hybrid theory should have been worked at early design stages imho.

Honestly, I could go on about how this game is NOT the Star Wars MMORPG I was looking for...

Says who? You? You are now the only word to come to what is appropriate in Star Wars games?

Sorry, I disagree... as do many others.

Anyways, sandbox games are not a populat breed. The only one that has shown any success is EvE. And, even then it's a love v. hate relationship with that game. Personally, I think it's an Excell spreadsheet with a gaming GUI attached to it. But, I'm not going to state my dislike on it is the end-all-be-all opinion. Unlike you, I understand that people have games that they like and dislike.

My opinion is just that... mine. Your opinion is just that... yours. Neither of us speaks for what should or should not be. Yet, you did, and you were called out on it.

Methinks this guy didn't read the thread's title. It speficially asks for people's reasons for not subbing.

This is exactly what was requested. No one is trying to shove thier preferences down anyone else's throat.

For me -

MAN do I WISH I could be a Jedi Knight in this and act out my Revan/Bane fantasies. But, alas, I can't.

Here is my list -

1. Graphics - Implement the higher textures, and I will resub at least a month to see if it improves immersion for me and helps give things visual presence in the combat and world interactions.

2. Combat/Gameplay - Make the gameplay more skill based or at east less spongey - This is not likely to be possible. But make things seem like they actually are impacting one another. WoW looks ridiculous with the non-connecting swings and all the spells flying to the same spot on the boss, but somehow they got it just right enough to feel organic in their own cartoon universe. I look for more from SWTOR as it is one shade less cartoony than WoW. Lightsabers oftentimes do hit each other, but there is no collission and it doesn't even matter if you are gettign hit int he back as a tank right now (apparently the shields are all over out bodies), but for force users it would make sense to have the lightsaber be a contributing factor to not being hit.

Other than RNG and being in the somewhat right place at the right time in the right gear and handling your rotation/prioritizaion correctly, there is nothing to be proud of in this kind of game. It is time sunk getting gear and the ability to not zone out. The zoning out which is natural in such a boring and unresponsive, repetitive system. Granted, anything can get repetitive, but you can gain satisfaction from perfecting your gameplay. Currently - in SWTOR and WoW and similar games, there is nothing to be proud of doing well. It's like being a chef making great macaroni and cheese from a box. Yeah, it's possible to mess it up, but the margin of error is high and even if you do it perfectly you are still not impressive. It is just a simple, weak recipe.

TERA is MMO combat at its current best, imo. The old autotarget format is weak.

But even as a mindless backround source of distraction and a chat room (which is what WoW has been for me - despite pushing "Heroic" kills), the combat style of SWTOR could be okay, if it was just crisper. It just feels sloppy even compared to WoW.

3. Better Reconcile the SRPG and MMORPG Aspects - A solid example is the extreme case fo the Jedi Knight. It would help reconcile the 2 sides of the game by changing the end of the Jedi Knight story (SPOILER ____ SPOILER_____ my JK toon should not be able to solo defeat the emperor - even if it's "only a setback". This is very difficult to reconcile this with the fact that JKs can't solo raid bosses and have a hard time with Elites and Champions. So, Karagga the Hutt is WAY stronger than the emperor? The rancor in Karagga's litte Jaba-trap area could manhandle the emperor? Simple logic. It's fun to be told you are heroic in your little single player bubble, but that only underlines the fact that this game is currently 2 side by side games - the srpg and the mmorpg. END SPOILER).

4. Endgame Content -

a. I LOVE RAIDING - it's my favorite and if they fixed the graphics and the combat, the raiding in this game would be great. But there also should be other things to do.

b. PVP -Oh, there is PVP. The SAME PEOPLE you have been killing for weeks. Kill them again. Kill them again. capture the same thing.... Yikes. It's boring. The thing is, getting better at pvp is probably 40% gear, 30% knowing where to be and when (strategy/tactics) and 30% reflexes/doing the right skill at the right time and of course the ever-present guiding force of RNG. But that formula doesn't have enough difficulty tied to player actions to be inspiring. So nailbiters are rare and don't tie directly into this person or that team executing well. Again, the macaroni and cheese example. It's a simple recipe. How can you be proud of getting it right? I have a friend who is almost religiou about SC3, because in that game the better player wins. And the majority of what makes him win is withing him and the time he spent gaining knowledge and refining his gameplay not having a big chunk of it be the margin of error he earns each time her grabs a piece of gear.

c. Exploration - a big world and planets to go visit that don't necessarily have quests or anything but wrap the instanced world in a larger picture which could inspire awe, context and hopefully hours of fruitless exploration with the occasional - "ah, this is cool. I bet not everyone has seen this, because they were not funneled here". Datacrons do this to an extent. Getting the +10 all stats one is way off the beaten path. There is a nod to the bounty hunters on the Ziost ship in the Imp Fleet. Those things are fun, but they mangled the Sarlaac. A huge majority of Star Wars fans, I included, would have gladly searched the ends of Tattione to find the Sarlaac Pit. Wild Rancors being out and about on certain planets. I would go and find them to hunt. Don't tell me when and where, just tell me that I can find one, and I will try my best. The fanbase would pursue these things for their intrinsic joy and for the achievers - toss a title on it.

d. Dailies - Repairs of Rakata level gear are a monster in this game. I have 6 pcs of Rakata on my BH and it cost me 80kish to repair. That is from an hour or so of pushing "difficult" and buggy Hard Mode and NIghtmare mode bosses. The best way/only real viable way to make money (since crafting is crap) is to do dailies. To afford my raid repairs I was having to rehash the couple hours of dailies on Ilum and Belsavis. It was a grind of mindless, boring quests with little context. The only highlight of which is the seeing a Rancor walking around.

e. Alts - Make Legacy remove the non class quests from the alt's journey based on Republic/Emp being completed. If the quests are the same as have been done before by a preceding character, then they are completed and just going to the questgiver will giv ethe requisite XP or better the ability to level is tied into the planet's level range adn is acheived just by doing the new class quest. Example: I have a 50 BH. SO I have done the quests for he Empire sufficiently to have a 50. I have seen the content. As such, when I roll a Marauder, the marauder will only do Korriban and other quests that are separate from the BH quests and of course his/her own class quests. When I get to Tattoine, I immediately am at the mid-leel range for toons there (if I was below it) and when I complete my class quest as a Marauder on Tattoine, I am boosted to the top level of Tattoine's bracket and send tot he next area. When I pick up my class quest on the next planet, I am boosted to mid level and when I complete it, I am put to maxe level. If I grind out mobs or pvp for XP then I won't need the boost, but it will make sure I don't ahve to do stuff I already did. Maybe even state - ooops, your main didn't do all of Tattoine. Sry, you have to do it all. Or go back on your main and finish it out. Whatever. The point is, only about 15% of the tiem spent on a planet is sepcific to a class quest. So why languish repeating the other stuff?

5. Interactivity/Life to the world - Back to that Rancor. He pats around in his little, arbitrary 50 yard loop. He doesn't eat anything around him. He doesn't engage the people around him in combat. He doesn't touch the walls. Nothing. He just walks back and forth. He is indiciative of everything in the game. Rift had the invasions happen and NPC would figth NPC. The invaders would try to take over areas. The mobs would fight them. It game things a sense of life. That is completely missing in this game. All we are statue people locked into an interaction with a predetermined other group of individual statue person or backgound object. One of the things that makes the Elder Scroll games interesting is the way various elements interact with one another using AI. There is very limited AI in this game. It feels dead.

6. Load Screen/Instancing - Why is it that once it takes me an instant to get from Hoth to Ilum but takes a combined minute or so of loading screens to get from my ship to the planets themselves? I press the travel button on Ilum from Hoth - 2 extremes of the knock universe and the starts lengthen to represent hyperspace then a picture of Ilum is there and I can step out of my ship and be in Ilum space. But then I have to load screens for each section.